@needle-tools/engine 2.36.0-pre → 2.38.0-pre

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (143) hide show
  1. package/CHANGELOG.md +33 -0
  2. package/dist/needle-engine.d.ts +248 -151
  3. package/dist/needle-engine.js +451 -437
  4. package/dist/needle-engine.js.map +4 -4
  5. package/dist/needle-engine.min.js +82 -82
  6. package/dist/needle-engine.min.js.map +4 -4
  7. package/lib/engine/api.d.ts +1 -0
  8. package/lib/engine/api.js +1 -0
  9. package/lib/engine/api.js.map +1 -1
  10. package/lib/engine/debug/debug.d.ts +1 -0
  11. package/lib/engine/debug/debug.js +3 -0
  12. package/lib/engine/debug/debug.js.map +1 -1
  13. package/lib/engine/engine_addressables.d.ts +3 -1
  14. package/lib/engine/engine_addressables.js +12 -5
  15. package/lib/engine/engine_addressables.js.map +1 -1
  16. package/lib/engine/engine_element.js +3 -2
  17. package/lib/engine/engine_element.js.map +1 -1
  18. package/lib/engine/engine_element_overlay.js +4 -3
  19. package/lib/engine/engine_element_overlay.js.map +1 -1
  20. package/lib/engine/engine_gameobject.js +2 -1
  21. package/lib/engine/engine_gameobject.js.map +1 -1
  22. package/lib/engine/engine_input.d.ts +2 -0
  23. package/lib/engine/engine_input.js +14 -3
  24. package/lib/engine/engine_input.js.map +1 -1
  25. package/lib/engine/engine_physics.d.ts +35 -46
  26. package/lib/engine/engine_physics.js +479 -386
  27. package/lib/engine/engine_physics.js.map +1 -1
  28. package/lib/engine/engine_physics.types.d.ts +23 -0
  29. package/lib/engine/engine_physics.types.js +27 -0
  30. package/lib/engine/engine_physics.types.js.map +1 -0
  31. package/lib/engine/engine_serialization_core.d.ts +3 -0
  32. package/lib/engine/engine_serialization_core.js +5 -0
  33. package/lib/engine/engine_serialization_core.js.map +1 -1
  34. package/lib/engine/engine_setup.d.ts +7 -1
  35. package/lib/engine/engine_setup.js +13 -3
  36. package/lib/engine/engine_setup.js.map +1 -1
  37. package/lib/engine/engine_types.d.ts +45 -26
  38. package/lib/engine/engine_types.js +24 -37
  39. package/lib/engine/engine_types.js.map +1 -1
  40. package/lib/engine/engine_util_decorator.d.ts +6 -0
  41. package/lib/engine/engine_util_decorator.js +54 -0
  42. package/lib/engine/engine_util_decorator.js.map +1 -0
  43. package/lib/engine/engine_utils.d.ts +1 -1
  44. package/lib/engine/engine_utils.js +1 -1
  45. package/lib/engine/engine_utils.js.map +1 -1
  46. package/lib/engine/extensions/NEEDLE_gameobject_data.js +2 -0
  47. package/lib/engine/extensions/NEEDLE_gameobject_data.js.map +1 -1
  48. package/lib/engine-components/Animation.d.ts +7 -5
  49. package/lib/engine-components/Animation.js +7 -7
  50. package/lib/engine-components/Animation.js.map +1 -1
  51. package/lib/engine-components/AnimatorController.js +14 -7
  52. package/lib/engine-components/AnimatorController.js.map +1 -1
  53. package/lib/engine-components/BoxHelperComponent.js +1 -0
  54. package/lib/engine-components/BoxHelperComponent.js.map +1 -1
  55. package/lib/engine-components/Camera.d.ts +1 -0
  56. package/lib/engine-components/Camera.js +20 -5
  57. package/lib/engine-components/Camera.js.map +1 -1
  58. package/lib/engine-components/CharacterController.d.ts +31 -0
  59. package/lib/engine-components/CharacterController.js +167 -0
  60. package/lib/engine-components/CharacterController.js.map +1 -0
  61. package/lib/engine-components/Collider.d.ts +16 -5
  62. package/lib/engine-components/Collider.js +45 -23
  63. package/lib/engine-components/Collider.js.map +1 -1
  64. package/lib/engine-components/Component.d.ts +6 -15
  65. package/lib/engine-components/Component.js +7 -112
  66. package/lib/engine-components/Component.js.map +1 -1
  67. package/lib/engine-components/DragControls.js +9 -6
  68. package/lib/engine-components/DragControls.js.map +1 -1
  69. package/lib/engine-components/Light.d.ts +2 -0
  70. package/lib/engine-components/Light.js +13 -2
  71. package/lib/engine-components/Light.js.map +1 -1
  72. package/lib/engine-components/NavMesh.d.ts +0 -5
  73. package/lib/engine-components/NavMesh.js +100 -10
  74. package/lib/engine-components/NavMesh.js.map +1 -1
  75. package/lib/engine-components/NestedGltf.js +2 -0
  76. package/lib/engine-components/NestedGltf.js.map +1 -1
  77. package/lib/engine-components/Renderer.js +4 -0
  78. package/lib/engine-components/Renderer.js.map +1 -1
  79. package/lib/engine-components/RigidBody.d.ts +45 -25
  80. package/lib/engine-components/RigidBody.js +290 -142
  81. package/lib/engine-components/RigidBody.js.map +1 -1
  82. package/lib/engine-components/SmoothFollow.d.ts +2 -1
  83. package/lib/engine-components/SmoothFollow.js +25 -17
  84. package/lib/engine-components/SmoothFollow.js.map +1 -1
  85. package/lib/engine-components/SpatialTrigger.js +1 -1
  86. package/lib/engine-components/SpatialTrigger.js.map +1 -1
  87. package/lib/engine-components/SpectatorCamera.d.ts +1 -0
  88. package/lib/engine-components/SpectatorCamera.js +9 -2
  89. package/lib/engine-components/SpectatorCamera.js.map +1 -1
  90. package/lib/engine-components/SpringJoint.d.ts +0 -13
  91. package/lib/engine-components/SpringJoint.js +42 -41
  92. package/lib/engine-components/SpringJoint.js.map +1 -1
  93. package/lib/engine-components/VideoPlayer.js.map +1 -1
  94. package/lib/engine-components/WebXR.d.ts +1 -0
  95. package/lib/engine-components/WebXR.js +13 -6
  96. package/lib/engine-components/WebXR.js.map +1 -1
  97. package/lib/engine-components/WebXRController.js +12 -6
  98. package/lib/engine-components/WebXRController.js.map +1 -1
  99. package/lib/engine-components/codegen/components.d.ts +4 -3
  100. package/lib/engine-components/codegen/components.js +4 -3
  101. package/lib/engine-components/codegen/components.js.map +1 -1
  102. package/package.json +3 -4
  103. package/src/engine/api.ts +2 -1
  104. package/src/engine/codegen/register_types.js +16 -12
  105. package/src/engine/debug/debug.ts +4 -0
  106. package/src/engine/dist/engine_physics.js +739 -0
  107. package/src/engine/dist/engine_setup.js +777 -0
  108. package/src/engine/engine_addressables.ts +18 -8
  109. package/src/engine/engine_element.ts +3 -2
  110. package/src/engine/engine_element_overlay.ts +4 -3
  111. package/src/engine/engine_gameobject.ts +4 -4
  112. package/src/engine/engine_input.ts +12 -3
  113. package/src/engine/engine_physics.ts +492 -418
  114. package/src/engine/engine_physics.types.ts +28 -0
  115. package/src/engine/engine_serialization_core.ts +8 -1
  116. package/src/engine/engine_setup.ts +31 -18
  117. package/src/engine/engine_types.ts +83 -56
  118. package/src/engine/engine_util_decorator.ts +69 -0
  119. package/src/engine/engine_utils.ts +3 -3
  120. package/src/engine/extensions/NEEDLE_gameobject_data.ts +2 -0
  121. package/src/engine-components/Animation.ts +18 -12
  122. package/src/engine-components/AnimatorController.ts +16 -11
  123. package/src/engine-components/BoxHelperComponent.ts +1 -0
  124. package/src/engine-components/Camera.ts +21 -4
  125. package/src/engine-components/CharacterController.ts +171 -0
  126. package/src/engine-components/Collider.ts +49 -39
  127. package/src/engine-components/Component.ts +15 -130
  128. package/src/engine-components/DragControls.ts +9 -5
  129. package/src/engine-components/Light.ts +17 -3
  130. package/src/engine-components/NavMesh.ts +114 -115
  131. package/src/engine-components/NestedGltf.ts +2 -0
  132. package/src/engine-components/Renderer.ts +5 -1
  133. package/src/engine-components/RigidBody.ts +292 -149
  134. package/src/engine-components/SmoothFollow.ts +21 -18
  135. package/src/engine-components/SpatialTrigger.ts +1 -1
  136. package/src/engine-components/SpectatorCamera.ts +10 -2
  137. package/src/engine-components/SpringJoint.ts +41 -41
  138. package/src/engine-components/VideoPlayer.ts +1 -2
  139. package/src/engine-components/WebXR.ts +15 -6
  140. package/src/engine-components/WebXRController.ts +16 -7
  141. package/src/engine-components/codegen/components.ts +4 -3
  142. package/src/engine-components/dist/CharacterController.js +123 -0
  143. package/src/engine-components/dist/RigidBody.js +458 -0
@@ -5,213 +5,361 @@ var __decorate = (this && this.__decorate) || function (decorators, target, key,
5
5
  return c > 3 && r && Object.defineProperty(target, key, r), r;
6
6
  };
7
7
  import { Behaviour } from "./Component";
8
- import { BodyOptions } from '../engine/engine_physics';
9
- import * as CANNON from 'cannon-es';
10
8
  import * as THREE from 'three';
11
9
  import { getWorldPosition } from "../engine/engine_three_utils";
12
10
  import { serializeable } from "../engine/engine_serialization_decorator";
13
11
  import { Watch } from "../engine/engine_utils";
14
12
  import { Vector3 } from "three";
15
- export class Rigidbody extends Behaviour {
16
- mass = 1;
17
- set isKinematic(kinematic) {
18
- this._isKinematic = kinematic;
19
- if (this._body) {
20
- this._body.type = kinematic ? CANNON.Body.KINEMATIC : CANNON.Body.DYNAMIC;
13
+ import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types";
14
+ import { validate } from "../engine/engine_util_decorator";
15
+ import { FrameEvent } from "../engine/engine_setup";
16
+ class TransformWatch {
17
+ get isDirty() {
18
+ return this.positionChanged || this.rotationChanged;
19
+ }
20
+ positionChanged = false;
21
+ rotationChanged = false;
22
+ position;
23
+ quaternion;
24
+ _positionKeys = ["x", "y", "z"];
25
+ _quaternionKeys = ["_x", "_y", "_z", "_w"];
26
+ reset(clearPreviousValues = false) {
27
+ this.positionChanged = false;
28
+ this.rotationChanged = false;
29
+ this.mute = false;
30
+ if (clearPreviousValues) {
31
+ if (this.position)
32
+ for (const key of this._positionKeys)
33
+ delete this.position[key];
34
+ if (this.quaternion)
35
+ for (const key of this._quaternionKeys)
36
+ delete this.quaternion[key];
37
+ }
38
+ }
39
+ mute = false;
40
+ applyValues() {
41
+ // only apply the values that actually changed
42
+ // since we want to still control all the other values via physics
43
+ if (this.positionChanged && this.position) {
44
+ for (const key of this._positionKeys) {
45
+ const val = this.position[key];
46
+ if (val !== undefined)
47
+ this.obj.position[key] = val;
48
+ }
49
+ }
50
+ if (this.rotationChanged) {
51
+ if (this.quaternion) {
52
+ for (const key of this._quaternionKeys) {
53
+ const val = this.quaternion[key];
54
+ if (val !== undefined)
55
+ this.obj.quaternion[key] = val;
56
+ }
57
+ }
58
+ }
59
+ }
60
+ context;
61
+ obj;
62
+ _positionWatch;
63
+ _rotationWatch;
64
+ constructor(obj, context) {
65
+ this.context = context;
66
+ this.obj = obj;
67
+ }
68
+ start(position, rotation) {
69
+ this.reset();
70
+ if (position) {
71
+ if (!this._positionWatch)
72
+ this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
73
+ this._positionWatch.apply();
74
+ this.position = {};
75
+ // this.position = this.obj.position.clone();
76
+ this._positionWatch.subscribeWrite((val, prop) => {
77
+ if (this.context.physics.isUpdating || this.mute)
78
+ return;
79
+ const prev = this.position[prop];
80
+ if (Math.abs(prev - val) < .00001)
81
+ return;
82
+ this.position[prop] = val;
83
+ this.positionChanged = true;
84
+ });
85
+ }
86
+ if (rotation) {
87
+ if (!this._rotationWatch)
88
+ this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
89
+ this._rotationWatch.apply();
90
+ this.quaternion = {};
91
+ // this.quaternion = this.obj.quaternion.clone();
92
+ this._rotationWatch.subscribeWrite((val, prop) => {
93
+ if (this.context.physics.isUpdating || this.mute)
94
+ return;
95
+ const prev = this.quaternion[prop];
96
+ if (Math.abs(prev - val) < .00001)
97
+ return;
98
+ this.quaternion[prop] = val;
99
+ this.rotationChanged = true;
100
+ });
21
101
  }
22
102
  }
23
- get isKinematic() {
24
- return this._isKinematic;
103
+ stop() {
104
+ this._positionWatch?.revoke();
105
+ this._rotationWatch?.revoke();
25
106
  }
26
- _isKinematic = false;
107
+ }
108
+ export class Rigidbody extends Behaviour {
109
+ mass = 1;
110
+ useGravity = true;
111
+ constraints = RigidbodyConstraints.None;
112
+ isKinematic = false;
27
113
  drag = 0;
28
114
  angularDrag = 1;
29
115
  detectCollisions = true;
30
116
  sleepThreshold = 0.01;
31
- get body() {
32
- if (this._body === null) {
33
- this.initialize();
34
- }
35
- return this._body;
117
+ collisionDetectionMode = CollisionDetectionMode.Discrete;
118
+ get lockPositionX() {
119
+ return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
120
+ }
121
+ get lockPositionY() {
122
+ return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
123
+ }
124
+ get lockPositionZ() {
125
+ return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
36
126
  }
127
+ get lockRotationX() {
128
+ return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
129
+ }
130
+ get lockRotationY() {
131
+ return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
132
+ }
133
+ get lockRotationZ() {
134
+ return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
135
+ }
136
+ set lockPositionX(v) {
137
+ if (v)
138
+ this.constraints |= RigidbodyConstraints.FreezePositionX;
139
+ else
140
+ this.constraints &= ~RigidbodyConstraints.FreezePositionX;
141
+ }
142
+ set lockPositionY(v) {
143
+ if (v)
144
+ this.constraints |= RigidbodyConstraints.FreezePositionY;
145
+ else
146
+ this.constraints &= ~RigidbodyConstraints.FreezePositionY;
147
+ }
148
+ set lockPositionZ(v) {
149
+ if (v)
150
+ this.constraints |= RigidbodyConstraints.FreezePositionZ;
151
+ else
152
+ this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
153
+ }
154
+ set lockRotationX(v) {
155
+ if (v)
156
+ this.constraints |= RigidbodyConstraints.FreezeRotationX;
157
+ else
158
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
159
+ }
160
+ set lockRotationY(v) {
161
+ if (v)
162
+ this.constraints |= RigidbodyConstraints.FreezeRotationY;
163
+ else
164
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
165
+ }
166
+ set lockRotationZ(v) {
167
+ if (v)
168
+ this.constraints |= RigidbodyConstraints.FreezeRotationZ;
169
+ else
170
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
171
+ }
172
+ _propertiesChanged = false;
37
173
  static tempPosition = new THREE.Vector3();
38
- _body = null;
39
- currentVelocity;
174
+ _currentVelocity;
40
175
  _smoothedVelocity;
41
- lastWorldPosition;
42
- _ignoreChange = false;
43
- _dirty = false;
44
- _positionWatch;
45
- _matrixWatch;
46
- _setMatrix;
47
- constructor() {
48
- super();
49
- this._setMatrix = new THREE.Matrix4();
50
- }
176
+ _smoothedVelocityGetter;
177
+ _lastPosition;
178
+ _watch;
51
179
  awake() {
52
- this._body = null;
53
- this.currentVelocity = new THREE.Vector3();
180
+ this._watch = undefined;
181
+ this._currentVelocity = new THREE.Vector3();
54
182
  this._smoothedVelocity = new THREE.Vector3();
55
- this.lastWorldPosition = getWorldPosition(this.gameObject).clone();
56
- this._matrixWatch = undefined;
57
- this._positionWatch = undefined;
183
+ this._smoothedVelocityGetter = new THREE.Vector3();
184
+ this._lastPosition = new THREE.Vector3();
58
185
  }
59
- // start() {
60
- // this.setBodyFromGameObject();
61
- // }
62
186
  onEnable() {
63
- if (this._body) {
64
- this.context.physics.addBody(this.gameObject, this._body);
65
- }
66
- else
67
- this.initialize();
68
- if (this.body) {
69
- this.body.wakeUp();
70
- this.gameObject.updateWorldMatrix(true, false);
71
- this.setBodyFromGameObject();
187
+ if (!this._watch) {
188
+ this._watch = new TransformWatch(this.gameObject, this.context);
72
189
  }
73
- if (!this._positionWatch)
74
- this._positionWatch = new Watch(this.gameObject.position, ["x", "y", "z"]);
75
- this._positionWatch.subscribeWrite(_ => {
76
- if (!this.context.physics.isUpdating && !this._ignoreChange) {
77
- this._dirty = true;
78
- this._setMatrix.copy(this.gameObject.matrix);
79
- this._setMatrix.setPosition(this.gameObject.position);
80
- }
81
- });
190
+ this._watch.start(true, true);
191
+ this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
82
192
  }
83
193
  onDisable() {
84
- if (this._body)
85
- this.context.physics.removeBody(this.gameObject, this._body, false);
194
+ this._watch?.stop();
195
+ this.context.physics.removeBody(this);
86
196
  }
87
197
  onDestroy() {
88
- if (this._body)
89
- this.context.physics.removeBody(this.gameObject, this._body);
90
- }
91
- onBeforeRender() {
92
- this._ignoreChange = true;
93
- this.updateVelocity();
94
- if (this._dirty) {
95
- this._dirty = false;
96
- this._setMatrix.decompose(this.gameObject.position, this.gameObject.quaternion, this.gameObject.scale);
97
- this.setBodyFromGameObject();
98
- }
99
- this._ignoreChange = false;
198
+ this.context.physics.removeBody(this);
100
199
  }
101
- initialize() {
102
- if (this._body) {
103
- return;
200
+ onValidate() {
201
+ this._propertiesChanged = true;
202
+ }
203
+ // need to do this right before updating physics to prevent rendered object glitching through physical bodies
204
+ *beforePhysics() {
205
+ while (true) {
206
+ if (this._propertiesChanged) {
207
+ this._propertiesChanged = false;
208
+ this.context.physics.updateProperties(this);
209
+ }
210
+ if (this._watch?.isDirty) {
211
+ this._watch.mute = true;
212
+ this._watch.applyValues();
213
+ this.context.physics.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
214
+ this._watch.reset();
215
+ }
216
+ this.captureVelocity();
217
+ yield;
104
218
  }
105
- const options = new BodyOptions();
106
- options.drag = this.drag;
107
- options.angularDrag = this.angularDrag;
108
- options.mass = this.mass;
109
- options.kinematic = this.isKinematic;
110
- options.physicsEvents = this.detectCollisions;
111
- options.sleepThreshold = this.sleepThreshold;
112
- this._body = this.context.physics.createBody(this.gameObject, options);
219
+ }
220
+ get body() {
221
+ return this.context.physics.internal_getRigidbody(this);
222
+ }
223
+ teleport(pt, localspace = true) {
224
+ this._watch?.reset(true);
225
+ if (localspace)
226
+ this.gameObject.position.set(pt.x, pt.y, pt.z);
227
+ else
228
+ this.setWorldPosition(pt.x, pt.y, pt.z);
229
+ this.resetForcesAndTorques();
230
+ this.resetVelocities();
231
+ }
232
+ resetForces() {
233
+ this.body?.resetForces(true);
234
+ }
235
+ resetTorques() {
236
+ this.body?.resetTorques(true);
237
+ }
238
+ resetVelocities() {
239
+ this.setVelocity(0, 0, 0);
240
+ this.setAngularVelocity(0, 0, 0);
241
+ }
242
+ resetForcesAndTorques() {
243
+ this.resetForces();
244
+ this.resetTorques();
113
245
  }
114
246
  wakeUp() {
115
247
  this.body?.wakeUp();
116
248
  }
117
- applyForce(vec, rel) {
118
- const force = new CANNON.Vec3(vec.x, vec.y, vec.z);
119
- force.scale(1 / this.context.time.deltaTime, force);
120
- this.body?.applyForce(force, rel ? new CANNON.Vec3(rel.x, rel.y, rel.z) : undefined);
249
+ applyForce(vec, _rel) {
250
+ this.body?.addForce(vec, true);
251
+ }
252
+ applyImpulse(vec) {
253
+ this.body?.applyImpulse(vec, true);
121
254
  }
122
255
  setForce(x, y, z) {
123
- this.body?.force.set(x, y, z);
256
+ this.body?.resetForces(true);
257
+ this.body?.addForce({ x, y, z }, true);
124
258
  }
125
259
  getVelocity() {
126
- if (this.body)
127
- return Rigidbody.tempPosition.set(this.body?.velocity.x, this.body?.velocity.y, this.body?.velocity.z);
128
- return Rigidbody.tempPosition.set(0, 0, 0);
260
+ const vel = this.body?.linvel();
261
+ if (!vel)
262
+ return this._currentVelocity.set(0, 0, 0);
263
+ this._currentVelocity.x = vel.x;
264
+ this._currentVelocity.y = vel.y;
265
+ this._currentVelocity.z = vel.z;
266
+ return this._currentVelocity;
129
267
  }
130
268
  setVelocity(x, y, z) {
131
- if (!this.body)
132
- return;
133
269
  if (x instanceof Vector3) {
134
270
  const vec = x;
135
- x = vec.x;
136
- y = vec.y;
137
- z = vec.z;
271
+ this.body?.setLinvel(vec, true);
272
+ return;
138
273
  }
139
- this.body.velocity.x = x / this.context.time.deltaTime;
140
- this.body.velocity.y = y / this.context.time.deltaTime;
141
- this.body.velocity.z = z / this.context.time.deltaTime;
142
- }
143
- getTorque() {
144
- if (this.body)
145
- return Rigidbody.tempPosition.set(this.body?.torque.x, this.body?.torque.y, this.body?.torque.z);
146
- return Rigidbody.tempPosition.set(0, 0, 0);
147
- }
148
- setTorque(x, y, z) {
149
- if (!this.body)
274
+ if (y === undefined || z === undefined)
150
275
  return;
276
+ this.body?.setLinvel({ x: x, y: y, z: z }, true);
277
+ }
278
+ setAngularVelocity(x, y, z) {
151
279
  if (x instanceof Vector3) {
152
280
  const vec = x;
153
- x = vec.x;
154
- y = vec.y;
155
- z = vec.z;
281
+ this.body?.setAngvel(vec, true);
282
+ return;
156
283
  }
157
- this.body.torque.x = x / this.context.time.deltaTime;
158
- this.body.torque.y = y / this.context.time.deltaTime;
159
- this.body.torque.z = z / this.context.time.deltaTime;
160
- }
161
- get smoothedVelocity() { return this._smoothedVelocity; }
162
- setAngularVelocity(x, y, z) {
163
- if (!this.body)
284
+ if (y === undefined || z === undefined)
164
285
  return;
165
- this.body.angularVelocity.x = x / this.context.time.deltaTime;
166
- this.body.angularVelocity.y = y / this.context.time.deltaTime;
167
- this.body.angularVelocity.z = z / this.context.time.deltaTime;
168
- }
169
- static copyVector3 = new THREE.Vector3();
170
- setBodyFromGameObject(velocity = null) {
171
- if (this.body && this.gameObject && !this.destroyed) {
172
- this._ignoreChange = true;
173
- const wp = this.worldPosition;
174
- this.body.position.set(wp.x, wp.y, wp.z);
175
- const wr = this.worldQuaternion;
176
- this.body.quaternion.set(wr.x, wr.y, wr.z, wr.w);
177
- if (velocity) {
178
- Rigidbody.copyVector3.set(velocity.x, velocity.y, velocity.z);
179
- this._smoothedVelocity.lerp(Rigidbody.copyVector3, this.context.time.deltaTime / .1);
180
- const sm = this._smoothedVelocity;
181
- this.body.velocity.x = sm.x;
182
- this.body.velocity.y = sm.y;
183
- this.body.velocity.z = sm.z;
184
- }
185
- this._ignoreChange = false;
286
+ this.body?.setAngvel({ x: x, y: y, z: z }, true);
287
+ }
288
+ setTorque(x, y, z) {
289
+ this.setAngularVelocity(x, y, z);
290
+ }
291
+ get smoothedVelocity() {
292
+ this._smoothedVelocityGetter.copy(this._smoothedVelocity);
293
+ return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
294
+ }
295
+ // public get smoothedVelocity() { return this._smoothedVelocity; }
296
+ /**d
297
+ * @deprecated not used anymore
298
+ */
299
+ setBodyFromGameObject(_velocity = null) {
300
+ if (this.gameObject && !this.destroyed) {
301
+ // this.context.physics.updateBody(this);
302
+ // this._ignoreChange = true;
303
+ // const wp = this.worldPosition;
304
+ // this.body.position.set(wp.x, wp.y, wp.z);
305
+ // const wr = this.worldQuaternion;
306
+ // this.body.quaternion.set(wr.x, wr.y, wr.z, wr.w);
307
+ // if (velocity) {
308
+ // Rigidbody.copyVector3.set(velocity.x, velocity.y, velocity.z);
309
+ // this._smoothedVelocity.lerp(Rigidbody.copyVector3, this.context.time.deltaTime / .1);
310
+ // const sm = this._smoothedVelocity;
311
+ // this.body.velocity.x = sm.x;
312
+ // this.body.velocity.y = sm.y;
313
+ // this.body.velocity.z = sm.z;
314
+ // }
315
+ // this._ignoreChange = false;
186
316
  }
187
317
  }
188
- updateVelocity() {
189
- if (!this.currentVelocity)
190
- return;
191
- if (this.body && this.gameObject) {
318
+ captureVelocity() {
319
+ if (this.body) {
192
320
  const wp = getWorldPosition(this.gameObject);
193
- this.currentVelocity.subVectors(wp, this.lastWorldPosition);
194
- this.lastWorldPosition.copy(wp);
195
- this._smoothedVelocity.lerp(this.currentVelocity, this.context.time.deltaTime / .1);
321
+ Rigidbody.tempPosition.copy(wp);
322
+ const vel = wp.sub(this._lastPosition);
323
+ this._lastPosition.copy(Rigidbody.tempPosition);
324
+ this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
325
+ // this._smoothedVelocity.set(0, 1 / this.context.time.deltaTime, 0);
196
326
  }
197
327
  }
198
328
  }
199
329
  __decorate([
330
+ validate(),
200
331
  serializeable()
201
332
  ], Rigidbody.prototype, "mass", void 0);
202
333
  __decorate([
334
+ validate(),
335
+ serializeable()
336
+ ], Rigidbody.prototype, "useGravity", void 0);
337
+ __decorate([
338
+ validate(),
203
339
  serializeable()
204
- ], Rigidbody.prototype, "isKinematic", null);
340
+ ], Rigidbody.prototype, "constraints", void 0);
205
341
  __decorate([
342
+ validate(),
343
+ serializeable()
344
+ ], Rigidbody.prototype, "isKinematic", void 0);
345
+ __decorate([
346
+ validate(),
206
347
  serializeable()
207
348
  ], Rigidbody.prototype, "drag", void 0);
208
349
  __decorate([
350
+ validate(),
209
351
  serializeable()
210
352
  ], Rigidbody.prototype, "angularDrag", void 0);
211
353
  __decorate([
354
+ validate(),
212
355
  serializeable()
213
356
  ], Rigidbody.prototype, "detectCollisions", void 0);
214
357
  __decorate([
358
+ validate(),
215
359
  serializeable()
216
360
  ], Rigidbody.prototype, "sleepThreshold", void 0);
361
+ __decorate([
362
+ validate(),
363
+ serializeable()
364
+ ], Rigidbody.prototype, "collisionDetectionMode", void 0);
217
365
  //# sourceMappingURL=RigidBody.js.map
@@ -1 +1 @@
1
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@@ -1,13 +1,14 @@
1
1
  import { Behaviour } from "./Component";
2
2
  import * as THREE from "three";
3
+ import { Axes } from "../engine/engine_physics.types";
3
4
  export declare class SmoothFollow extends Behaviour {
4
5
  target: THREE.Object3D | null;
5
6
  followFactor: number;
6
7
  rotateFactor: number;
8
+ positionAxes: Axes;
7
9
  flipForward: boolean;
8
10
  private static _invertForward;
9
11
  private _firstUpdate;
10
- onEnable(): void;
11
12
  onBeforeRender(): void;
12
13
  updateNow(hard: boolean): void;
13
14
  }
@@ -4,44 +4,43 @@ var __decorate = (this && this.__decorate) || function (decorators, target, key,
4
4
  else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
5
  return c > 3 && r && Object.defineProperty(target, key, r), r;
6
6
  };
7
- import { Camera } from "./Camera";
8
- import { Behaviour, GameObject } from "./Component";
9
- import * as utils from "../engine/engine_three_utils";
7
+ import { Behaviour } from "./Component";
10
8
  import * as THREE from "three";
11
9
  import { Mathf } from "../engine/engine_math";
12
10
  import { serializeable } from "../engine/engine_serialization_decorator";
13
11
  import { Object3D } from "three";
12
+ import { getWorldPosition, getWorldQuaternion } from "../engine/engine_three_utils";
13
+ import { Axes } from "../engine/engine_physics.types";
14
14
  export class SmoothFollow extends Behaviour {
15
15
  target = null;
16
16
  followFactor = .1;
17
17
  rotateFactor = .1;
18
+ positionAxes = Axes.All;
19
+ // @serializeable()
20
+ // rotationAxes : Axes = Axes.All;
18
21
  flipForward = false;
19
22
  static _invertForward = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI);
20
23
  _firstUpdate = true;
21
- onEnable() {
22
- const cam = GameObject.getComponentInChildren(this.gameObject, Camera);
23
- if (cam && cam.cam) {
24
- cam.gameObject.position.set(0, 0, 0);
25
- cam.cam.position.set(0, 0, 0);
26
- cam.gameObject.quaternion.identity();
27
- cam.cam.quaternion.setFromEuler(new THREE.Euler(0, Math.PI, 0));
28
- }
29
- }
30
24
  onBeforeRender() {
31
- if (this.followFactor <= 0)
32
- return;
33
25
  this.updateNow(false);
34
26
  }
35
27
  updateNow(hard) {
36
28
  if (!this.target || this.target === this.gameObject)
37
29
  return;
38
30
  if (this.followFactor > 0) {
39
- const wp = utils.getWorldPosition(this.target);
31
+ const wp = getWorldPosition(this.target);
40
32
  const fpos = this._firstUpdate || hard ? 1 : Mathf.clamp01(this.context.time.deltaTime * this.followFactor);
41
- this.worldPosition = this.worldPosition.lerp(wp, fpos);
33
+ const currentPosition = this.worldPosition;
34
+ if (this.positionAxes & Axes.X)
35
+ currentPosition.x = Mathf.lerp(currentPosition.x, wp.x, fpos);
36
+ if (this.positionAxes & Axes.Y)
37
+ currentPosition.y = Mathf.lerp(currentPosition.y, wp.y, fpos);
38
+ if (this.positionAxes & Axes.Z)
39
+ currentPosition.z = Mathf.lerp(currentPosition.z, wp.z, fpos);
40
+ this.worldPosition = currentPosition;
42
41
  }
43
42
  if (this.rotateFactor > 0) {
44
- const wr = utils.getWorldQuaternion(this.target);
43
+ const wr = getWorldQuaternion(this.target);
45
44
  if (this.flipForward) {
46
45
  wr.premultiply(SmoothFollow._invertForward);
47
46
  }
@@ -54,4 +53,13 @@ export class SmoothFollow extends Behaviour {
54
53
  __decorate([
55
54
  serializeable(Object3D)
56
55
  ], SmoothFollow.prototype, "target", void 0);
56
+ __decorate([
57
+ serializeable()
58
+ ], SmoothFollow.prototype, "followFactor", void 0);
59
+ __decorate([
60
+ serializeable()
61
+ ], SmoothFollow.prototype, "rotateFactor", void 0);
62
+ __decorate([
63
+ serializeable()
64
+ ], SmoothFollow.prototype, "positionAxes", void 0);
57
65
  //# sourceMappingURL=SmoothFollow.js.map
@@ -1 +1 @@
1
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1
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